The FEAR AI is actually simpler than you might think, though with some really good insights in term of applying behavioral design to gameplay.
https://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear...> As much as we like to pat ourselves on the back, and talk about how smart our A.I. are, the reality is that all A.I. ever do is move around and play animations! Think about it. An A.I. going for cover is just moving to some position, and then playing a duck or lean animation. An A.I. attacking just loops a firing animation. Sure there are some implementation details; we assume the animation system has key frames which may have embedded messages that tell the audio system to play a footstep sound, or the weapon system to start and stop firing, but as far as the A.I.’s decision-making is concerned, he is just moving around or playing an animation.
> Now let’s look at our complex behaviors. The truth is, we actually did not have any complex squad behaviors at all in F.E.A.R. Dynamic situations emerge out of the interplay between the squad level decision making, and the individual A.I.’s decision making, and often create the illusion of more complex squad behavior than what actually exists!
> Imagine we have a situation similar to what we saw earlier, where the player has invalidated one of the A.I.’s cover positions, and a squad behavior orders the A.I. to move to the valid cover position. If there is some obstacle in the level, like a solid wall, the A.I. may take a back route and resurface on the player’s side. It appears that the A.I. is flanking, but in fact this is just a side effect of moving to the only available valid cover he is aware of.